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authorBenoit Bolsee <benoit.bolsee@online.be>2008-09-02 22:34:54 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-09-02 22:34:54 +0400
commit0fe906f49e259f5c2042070d2201291f32ad3223 (patch)
treec2913c29a72a9a90ded2aae72619f4dd7d6d6031
parentdcbf8fbf76bda8f6084f5317a8cdd98ab6314df3 (diff)
BGE patch: simple fix to synchronize sensor pulse mode with sensor state transitions.
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/GameLogic/SCA_ISensor.cpp b/source/gameengine/GameLogic/SCA_ISensor.cpp
index c96eb82e29e..084b1395159 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.cpp
+++ b/source/gameengine/GameLogic/SCA_ISensor.cpp
@@ -226,6 +226,9 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr, CValue* event)
bool result = this->Evaluate(event);
if (result) {
logicmgr->AddActivatedSensor(this);
+ // reset these counters so that pulse are synchronized with transition
+ m_pos_ticks = 0;
+ m_neg_ticks = 0;
} else
{
/* First, the pulsing behaviour, if pulse mode is